Bölüm "Bilgisayar ve Öğretim Teknolojileri" Bilgisayar ve Öğretim Teknolojileri Eğitimi Bölümü Makale Koleksiyonu için listeleme
Toplam kayıt 35, listelenen: 1-20
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A Norm Study Of Computerized Sustained Attention Test Among University Students
(2019)Sustained attention can be defined as being a basic component of attention and being ready for stimuli that develop frequently and unexpectedly over long periods of time. It is important to investigate sustained attention ... -
A Structural Equation Model For Ict Usage in Higher Education
(Natl Taiwan Normal Univ, Taiwan, 2008)This study focuses on Information and Communication Technologies (ICT) usage, which is the indicator of diffusion. A model composed of the variables which can explain ICT usage in Turkish higher education is established ... -
A Study of Student's Perceptions in A Blended Learning Environment Based on Different Learning Styles
(Ieee Computer Soc, Learning Technology Task Force, 2008)The rapid growth in the use of learning technologies, particularly the use of the web based technologies and communications have offered educators with many more opportunities to investigate the most suitable learning ... -
Academic Domains As Political Battlegrounds: A Global Enquiry By 99 Academics in The Fields of Education and Technology
(Sage Publications Inc, 2017)This article theorizes the functional relationship between the human components (i.e., scholars) and non-human components (i.e., structural configurations) of academic domains. It is organized around the following question: ... -
An Analysis of Density And Degree-Centrality According To The Social Networking Structure Formed in An Online Learning Environment
(Natl Taiwan Normal Univ, Taiwan, 2016)In this study, we assessed the communication structure in an educational online learning environment using social network analysis (SNA). The communication structure was examined with respect to time, and instructors' ... -
An Examination Of Digital Footprint Awareness And Digital Experiences Of Higher Education Students
(2019)Rapid changes are occurring in life owing to information and communication technologies. During this change period, digital identities have begun to emerge. These identities are associated with actions that users perform ... -
Blending Video Games with Learning: Issues and Challenges with Classroom Implementations in the Turkish Context
(Wiley-Blackwell, 2007)The research design for this study focuses on examining the core issues and challenges when video games are used in the classroom. For this purpose three naturalistic contexts in Turkey were examined in which educational ... -
Cogskillnet: An Ontology-Based Representation Of Cognitive Skills
(Natl Taiwan Normal Univ, Taiwan, 2009)A number of studies emphasized the need to capture learners' interaction patterns in order to personalize their learning process as they study through learning objects. In education context, learning materials are designed ... -
Creating Infographics Based On The Bridge21 Model For Team-Based And Technology-Mediated Learning
(2019)Aim/Purpose The main aim of this study was modeling a collaborative process for knowledge visualization, via the creation of infographics. Background As an effective method for visualizing complex information, creating ... -
Deficits In Basic Number Competencies May Cause Low Numeracy In Primary School Children
(Turkish Education Assoc, 2015)There are two hypotheses about why individuals have mathematics learning difficulties (MLD). The core deficit hypothesis claims that disorders in number module which was designated for processing quantities either at ... -
Examining Pre-Service Teacher Opinions On Using A Teacher Training Simulation
(2019)The purpose of this study is to figure out the views of pre-service teachers on the usability of three-dimensional simulation-based teacher training simulations. For this purpose, the opinions of pre-service teachers ... -
Gamification From Player Type Perspective: A Case Study
(Natl Taiwan Normal Univ, Taiwan, 2018)Studies highlight the need to consider different player types during gamification design. The aim of the present study was to determine the elements that affect learners showing different player type characteristics in a ... -
Gamification Of Library Orientation: An Application Proposal
(2019)The aim of this study is to develop a gamified library orientation mobile application. The study is conducted with design based research method. Considering the “Analysis and Exploration” and “Design and Construction” ... -
Guidelines For Transferring Residential Courses Into Web
(Athabasca Univ Press, 2016)This study shared unique design experiences by examining the process of transferring residential courses to the Web, and proposed a design model for individuals who want to transfer their courses into this environment. The ... -
Ict Integration Processes In Turkish Schools: Using Activity Theory To Study Issues And Contradictions
(Australasian Soc Computers Learning Tertiary Education-Ascilite, 2008)This study used activity theory to examine complex pedagogical, social, and technological issues in ICT integration process at the classroom level. We identified and analysed the contradictions within the activity system ...